game away if it wasn't hard enough". As a result, Yoshizawa decided to give the game an overall high level of difficulty. Yoshizawa placed greater emphasis on the story, unlike the arcade version, and wrote and designed a plot that included over 20 minutes of cinematic cutscenes—the first time an NES game contained such sequences. Yoshizawa stated that the adoption of this presentational style came from his earlier aspiration for a career in commercial filmmaking, which led him to seek an opportunity "to put in a movie somehow". His idea was to reverse the then-prevailing trend wherein the narrative aspects of contemporary NES games were undervalued by consumers with the inclusion of an interesting plot that could engage those players. Tecmo called the cutscene system "Tecmo Theater" where the game reveals the storyline between Acts through the use of animated sequences. They are used at the beginning of each Act to introduce new characters such as Irene Lew, Walter Smith, and the Jaquio. This feature uses techniques such as close-ups, alternate camera angles, differing background music, and sound effects to make the game more enjoyable for players. Unlike earlier titles such as Final Fantasy, the cutscenes consisted of large anime art on the top half of the screen with dialogue on the bottom half. This made the artistic style more reminiscent of other manga titles such as Lupin III and Golgo 13. Dimitri Criona, Tecmo USA's director of sales and marketing, said that console games had an advantage over arcade games in that they allowed the creation of a longer game and the inclusion of cutscenes, which Tecmo trademarked as "cinema screens". He noted console games required a different reward structure than arcade games. The game contains a feature that was originally a glitch but was left in the final game intentionally, according to Masato Kato; having lost to any of the game's last three bosses, the player is sent back to the beginning of the sixth act. When the game's text was translated from Japanese to English, the game needed to be reprogrammed to accomplish this; different companies handled this process in different ways. Tecmo's Japanese writers wrote rough translations in English and then faxed them to the American division. According to Criona, the American division would "edit it and put it back together, telling the story in a context that an American English speaker would understand. This would